Welcome to the Revised Changes for Age 96!
Tentative Timeline:
April 6th - Revised Changes
April 8th - Final Changes
April 9th - Age End
The Half Blood population has been infected with a vicious virus that turned them into the living dead replenishing the Undead forces. All Half Bloods have been exterminated by the virus leaving behind only the True Blood population. The races have come together to specialize and brought back Personalities to fill the void left by the Half Bloods extinction to fend off the Undead invasion. Unfortunately, the Halfling race bore the brunt of the invasion and were the first to be forced to retreat from Utopia leaving behind their Gnome brethren. In addition unable to put up a fight the Dryad race has fled into the forests disappearing within the trees.
General Mechanics
- Base Attack time reduce to 14 hours (note the change to in war attack times)
- Offense Specialists converting into Elites on successful Traditional Marches is being removed as a general mechanic to all Races.
Military, Attacking & Defending
- Force Ceasefire is now 3 Utopian Months
- FCF can now be used irrespective of war range
- When FCF is used while in war range while outside war the following two penalties occur:
- If Defensive FCF is used in war range, the defender will pay 3% of total kingdom honor and 1 war win point to the Aggressor
- If Aggressive FCF is used in war range, the defender will pay 3% of total kingdom honor and 1 war win point. In addition, the Utopian Lords will remove 5% of total kingdom honor from the defender for disappointing their people.
- Mercenary & Prisoners offense increased to 8
- Dungeon Capacity reduction to 30
War
- War Win Book Bonus increased from 48 hours to 72
- War: Will no longer have draft speed bonus, training time reduction and build time reduction (This includes End of War Ceasefire)
- +25% Draft Speed is being removed
- -25% Build Time is being removed
- -25% Train Time is being removed
- 12 Hour Phase In -25% Attack Time reduce to -20% Attack Time
Intel
- Significantly reduce the difficulty to gather intel inside EOWCF to outside Kingdoms
- Crystal Ball reduced to 1 mana cost
Rituals
- Onslaught: Increases Offensive Military Efficiency (OME) by 10% and -20% Military Wages
- Godspeed: -10% Attack Time and +10% Combat Gains
- Expropriation: +20% Honor Gains, +20% Credits gained in Combat and increase Enemy Military Casualties on your Attacks by 20%
- Stalwart: Increase Defensive Military Efficiency (DME) by 10% and decrease Military Casualties by 20%
- Barrier: -20% received Instant Spell Damage and Sabotage Damage
- Havoc: Increases Offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 15%
- Affluent: Income +20% and +25% Birth Rate (+25% Draft Speed removed)
- Expedient: -25% Training Costs , -20% Construction Time and -25% Construction Costs (-20% Military Training Time removed and training cost reduction no longer benefits thief training)
Spells
- Amnesia - Accessible by all races
- Tree of Gold - Rune Cost Increase by 100%
Races
Avian
Bonuses
-20% Attack Time
+20% Birth Rates
Access to Illuminate Shadows & Fanatcism
Penalty
No Access to Stables and Horses
Soldier - 3/3, 1.0nw
Offensive Specialist - 10/0, 4.4nw
Defensive Specialist - 0/11, 5.0nw
Elite Unit - 15/4, 1300gc 7.25 nw
Mercenary - 8/0, 0.0nw
Prisoner - 6/0, 1.2nw
Dark Elf
Bonuses
+15% Spell Damage
+15% TPA
Access to Blizzard, Pitfalls, Gluttony & Fools Gold
Penalty
-15% Birth Rate
Soldier - 3/3, 1.0nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit – 13/3 1200gc 6 nw
Mercenary - 8/0, 0.0nw
Prisoner - 6/0, 1.2nw
War Horse - 2/0, 0.6nw
Elf
Bonuses
+30% Magic Effectiveness (WPA)
Access to Chastity & Nightmares
Penalty
-15% Sabotage Damage
Soldier - 3/3, 1.0nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 6/12, 1300gc 7.5 nw
Mercenary - 8/0, 0.0nw
Prisoner - 6/0, 1.2nw
War Horse - 2/0, 0.6nw
Dwarf
Bonuses
+15% Building Efficiency
-50% Construction Time
Access To Mist
Penalty
+100% Food Consumption
Can't Accelerate Construction
Soldier - 3/3, 1.0nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 13/6, 1350gc 7.5 nw
Mercenary - 8/0, 0.0nw
Prisoner - 6/0, 1.2nw
War Horse - 2/0, 0.6nw
Faery
Bonuses
+15% Arcane Science Effectiveness
-50% Wizard Losses
-50% Thief Losses
Access to Mystic Aura
Penalty
-25% Military Science Effectiveness
Soldier - 3/3, 1.0nw
Offensive Specialist - 9/0, 3.6 nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 5/13, 1500gc 7.75 nw
Mercenary - 8/0, 0.0nw
Prisoner - 6/0, 1.2nw
War Horse - 2/0, 0.6nw
Human
Bonuses
+10% Science Efficiency
+10% Dragon Slaying Strength
Access to Ghost Workers
Penalty
+20% Military Wages
Soldier - 3/3, 1.0nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 13/5, 1400gc 6.5 nw
Mercenary - 8/0, 0.0nw
Prisoner - 6/0, 1.2nw
War Horse - 2/0, 0.6nw
Orc
Bonuses
+15% Enemy Military Casualties
+10% Battle Gains
Access to Bloodlust
Penalty
No Bonuses from Honor
Soldier - 3/3, 1.0nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 15/2, 1500gc 6.25 nw
Mercenary - 8/0, 0.0nw
Prisoner - 6/0, 1.2nw
War Horse - 2/0, 0.6nw
Undead
Bonuses
-20% Offensive Military Casualties
- No Food Required
Access to Reflect Magic & Animate Dead
Penalty
- No Sabotage Operations Available
Soldier - 3/3, 1.0nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 15/4, 1500gc 7.25 nw
Mercenary - 8/0, 0.0nw
Prisoner - 6/0, 1.2nw
War Horse - 2/0, 0.6nw
Gnome
Bonuses
+15% Population
- Can Train Thieves with Specialist Credits
Access to Town Watch
Penalty
No Access to Hospitals
Soldier - 3/3, 1.0nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 5/10, 1200gc 6.25 nw
Mercenary - 8/0, 0.0nw
Prisoner - 6/0, 1.2 nw
War Horse - 2/0, 0.6nw
Personalities
The Artisan
+20% Capacity and Production bonus on Buildings (Homes, Stables, Dungeons)
+15% Bank Effectiveness
+25% Science Effectiveness - Tools
Access to Ghost Workers, Tree of Gold & Town Watch
Starts with +600 soldiers, +600 specialist credits and +200 building credits
The Paladin
-30% Military Casualties in Combat
+25% Watch Tower Effectiveness
+25% Science Effectiveness - Heroism
Can cast Support Spells on Kingdom Members
Access to all Support Spells
-1 Self Spell Mana Cost
Starts with +600 soldiers, +600 specialist credits and +200 wizards
The Mystic
+100% Guild Effectiveness
+1 Mana Recovery per Tick
+25% Tower Production
Access to Meteor Showers, Pitfalls & Sloth
Starts with an additional 800 Wizards
The Heretic
+40% Guild Effectiveness
-40% Thief Losses
+1 Stealth Recovery per Tick
Access to Mage’s Fury, Magic Ward, Nightmares & Vermin
Starts with +400 thieves and +400 wizards
The Rogue
+75% Thieves' Dens Land Effect
+2 Stealth Recovery per Tick
Access to all Thievery Operations
Access to Invisibility
Starts with +800 thieves
The Sage
+100% University Land Effect
+15% Library Effectiveness
Access to Revelation & Fountain of Knowledge
Starts with 5000 Science Books in each Category
The Tactician
-15% Attack Time
+25% Guard Station Effectiveness
+30% Science Effectiveness - Siege
+20% Credits Gained in Combat
Accurate Espionage
Spellbook: Clearsight, Pitfalls & Wrathful Smite
Starts with +800 soldiers and +800 specialist credits
The War Hero
+1 General
+100% Effects from Honor
+30% Training Ground Effectiveness
+50% Science Effectiveness - Valor
Spellbook: Hero's Inspiration, Greater Protection & War Spoils
Starts with 800 elites
The Warrior
+12.5% Offensive Military Efficiency
+25% Barracks Effectiveness
+25% Science Effectiveness - Tactics
Spellbook: Fanaticism & Aggression
Starts with +800 soldiers and +800 specialist credits
Edit change log* fixed typos to mercs/prisoners, changed wording to FCF, undead spec nw